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6 months ago
extends DialogicSubsystem
## Subsystem that manages loading layouts with specific styles applied.
signal style_changed(info:Dictionary)
#region STATE
####################################################################################################
func clear_game_state(clear_flag:=DialogicGameHandler.ClearFlags.FULL_CLEAR) -> void:
pass
func load_game_state(load_flag:=LoadFlags.FULL_LOAD) -> void:
if load_flag == LoadFlags.ONLY_DNODES:
return
load_style(dialogic.current_state_info.get('style', ''))
#endregion
#region MAIN METHODS
####################################################################################################
func load_style(style_name:="", parent:Node = null, is_base_style:=true) -> Node:
var style := DialogicUtil.get_style_by_name(style_name)
var signal_info := {'style':style_name}
dialogic.current_state_info['style'] = style_name
# is_base_style should only be wrong on temporary changes like character styles
if is_base_style:
dialogic.current_state_info['base_style'] = style_name
var previous_layout := get_layout_node()
if is_instance_valid(previous_layout) and previous_layout.has_meta('style'):
signal_info['previous'] = previous_layout.get_meta('style').name
# If this is the same style and scene, do nothing
if previous_layout.get_meta('style') == style:
return previous_layout
# If this has the same scene setup, just apply the new overrides
elif previous_layout.get_meta('style') == style.get_inheritance_root():
DialogicUtil.apply_scene_export_overrides(previous_layout, style.get_layer_inherited_info(-1).overrides)
var index := 0
for layer in previous_layout.get_layers():
DialogicUtil.apply_scene_export_overrides(layer, style.get_layer_inherited_info(index).overrides)
index += 1
previous_layout.set_meta('style', style)
style_changed.emit(signal_info)
return
else:
parent = previous_layout.get_parent()
previous_layout.get_parent().remove_child(previous_layout)
previous_layout.queue_free()
# if this is another style:
var new_layout := create_layout(style, parent)
new_layout.ready.connect(reload_current_info_into_new_style)
style_changed.emit(signal_info)
return new_layout
## Method that adds a layout scene with all the necessary layers.
## The layout scene will be added to the tree root and returned.
func create_layout(style:DialogicStyle, parent:Node = null) -> DialogicLayoutBase:
# Load base scene
var base_scene: DialogicLayoutBase
if style.base_scene == null:
base_scene = DialogicUtil.get_default_layout_base().instantiate()
else:
base_scene = style.get_base_scene().instantiate()
base_scene.name = "DialogicLayout_"+style.name.to_pascal_case()
# Apply base scene overrides
DialogicUtil.apply_scene_export_overrides(base_scene, style.get_layer_inherited_info(-1).overrides)
# Load layers
for layer_idx in range(style.get_layer_count()):
var layer := style.get_layer_inherited_info(layer_idx)
if not ResourceLoader.exists(layer.path):
continue
var layer_scene: DialogicLayoutLayer = null
if ResourceLoader.load_threaded_get_status(layer.path) == ResourceLoader.THREAD_LOAD_LOADED:
layer_scene = ResourceLoader.load_threaded_get(layer.path).instantiate()
else:
layer_scene = load(layer.path).instantiate()
base_scene.add_layer(layer_scene)
# Apply layer overrides
DialogicUtil.apply_scene_export_overrides(layer_scene, layer.overrides)
base_scene.set_meta('style', style)
if parent == null:
parent = dialogic.get_parent()
parent.call_deferred("add_child", base_scene)
dialogic.get_tree().set_meta('dialogic_layout_node', base_scene)
return base_scene
## When changing to a different layout scene,
## we have to load all the info from the current_state_info (basically
func reload_current_info_into_new_style() -> void:
for subsystem in dialogic.get_children():
subsystem.load_game_state(LoadFlags.ONLY_DNODES)
## Returns the style currently in use
func get_current_style() -> String:
if has_active_layout_node():
var style: DialogicStyle = get_layout_node().get_meta('style', null)
if style:
return style.name
return ''
func has_active_layout_node() -> bool:
return (
get_tree().has_meta('dialogic_layout_node')
and is_instance_valid(get_tree().get_meta('dialogic_layout_node'))
and not get_tree().get_meta('dialogic_layout_node').is_queued_for_deletion()
)
func get_layout_node() -> Node:
if has_active_layout_node():
return get_tree().get_meta('dialogic_layout_node')
return null
## Similar to get_tree().get_first_node_in_group('group_name') but filtered to the active layout node subtree
func get_first_node_in_layout(group_name : String) -> Node:
var layout_node := get_layout_node()
if null == layout_node:
return null
var nodes := get_tree().get_nodes_in_group(group_name)
for node in nodes:
if layout_node.is_ancestor_of(node):
return node
return null
#endregion